NTai XE10.1b
Moderators: hoijui, Moderators
this is really getting there now, attacking seems to work quite well now. The only issue is that because the units respond to the first attack or the first enemy unit they encounter if the AI is left for sometime it has expanded well beyond where the initial factory is. This means the response time for the units to respond to the first threat is quite high which is a bit of a weakness. Perhaps the units could be moved to the front line or at least distributed amongst areas of concentrated resources...
How is NTAI doing scouting now? i remember the scouter keyword has been disabled but it also appears that NTAI doesn't really kick in until it sees it's first enemy unit.
As it is though that simple config I did was putting up a strong fight against RAI 0.5
How is NTAI doing scouting now? i remember the scouter keyword has been disabled but it also appears that NTAI doesn't really kick in until it sees it's first enemy unit.
As it is though that simple config I did was putting up a strong fight against RAI 0.5
There is no scouting, however, all units can be given tasklists, even attack units, and they'll follow them, however it should be noted that a builder that is also an attacker will drop everything its doing in order to attack a target and not resume it.
Attack routines also have a little functionality removed in order to make them work, naemely the code that distances a units target move position from the attack target based on the units range.
Attack routines also have a little functionality removed in order to make them work, naemely the code that distances a units target move position from the attack target based on the units range.
Code: Select all
:: NTAI XE9.67 Log File
:: Programmed and maintained by AF/T.Nowell
:: Copyright (C) 2004-7 Tom Nowell/AF
:: Game started: 14.3.2007 23:17:6
:: XTA v8.1
:: XTA Version 8.1
:: First instance of NTAI
:: Zpock
:: spring_engine
:: spring_engine
:: spring_engine
:: spring_engine
...
etc etc etc
...
[-] < Frame: 0 >Loading unit data
[-] < Frame: 0 >error in Global InitAI, cannot continue
[-] < Frame: 0 >boost::spirit::parser_error
c++Erom wrote:Hey AF, what language is NTai written in, if you don't mind my asking?
Delete your XTA learning file and rerun NTai to generate a new copy. I'm guessing you downloaded lindirs XTA config? There was a syntax error bug in an old NTai which makes new NTais crash when trying to load learning data and lindir uploaded such a faulty learning data file with the rest of his config.Zpock wrote:Is this bad?
Also, I've just noted it says XE9.67 not XE9.7 in the log file, I'll fix that in a moment.
Hello!
I've finally spent a several hours on NTAI and here's what I did:
- DL'ed your latest release (XE 9.7, Toolkit 0.25)
- Unpacked it
- The toolkit comes with no example config for XTA so I created a new one for BA4.7
- Spent several hours trying to make it work without any success:
- OK I've got a veh factory and lets say 4 scouts, how do I make them actually scout away? Giving them a "random move" order endlessly doesn't do a good job at all
- Lets say I've got attack group size set to 4 in general settings, flash marked as an attacker, and 10 flashes pumped out - still no attack happens
So, after a few hours I've abandoned my attempts.
Can I either receive a working example config, or a better manual?
P.S. I have a shameless feeling that my intelligence level is not below "random noob" average, so if I didn't succeed with it - probably most ppl wouldn't.
I've finally spent a several hours on NTAI and here's what I did:
- DL'ed your latest release (XE 9.7, Toolkit 0.25)
- Unpacked it
- The toolkit comes with no example config for XTA so I created a new one for BA4.7
- Spent several hours trying to make it work without any success:
- OK I've got a veh factory and lets say 4 scouts, how do I make them actually scout away? Giving them a "random move" order endlessly doesn't do a good job at all
- Lets say I've got attack group size set to 4 in general settings, flash marked as an attacker, and 10 flashes pumped out - still no attack happens
So, after a few hours I've abandoned my attempts.
Can I either receive a working example config, or a better manual?
P.S. I have a shameless feeling that my intelligence level is not below "random noob" average, so if I didn't succeed with it - probably most ppl wouldn't.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Scouting was disabled in favor of a KAI style maphack because scouting was broken. Dont use random move keywords as the random move keyword as broken for the same reason scouting was disabled.
Toolkit 0.26
0.26 adds a packaging utility, if you click on the new third option on the main screen it'll take the opened config and compress it into a zip archive, that can then just be extracted straight into the spring folder to install.
I also removed the faulty XTA config.
Nanoblobz 0.64 config
Toolkit 0.26
0.26 adds a packaging utility, if you click on the new third option on the main screen it'll take the opened config and compress it into a zip archive, that can then just be extracted straight into the spring folder to install.
I also removed the faulty XTA config.
Nanoblobz 0.64 config
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
3) if I give a conbot several task lists, does it give the first one the first list, the second one the second list etc, or just give them all one after the other to the conbot?
edit: nevermind i figured this out
edit: nevermind i figured this out
Last edited by 1v0ry_k1ng on 15 Apr 2007, 15:36, edited 1 time in total.
Think there is still some problems with attacking. It seems to assign one attack position which all it's assault units head for. However it never assigns another different attack position so all its units just stay at the first. IE if it's attacked on the left it send all its units to the left, if it is then attacked on the right the units just stay on the left.
XE9.7b
fixes an issue with hub ranges, removes blocking map debugging, and fixes an issue with hub unit identification.
Ivory, I am not sure what your problem is because these work fine on my machine, btu I dont see what Operating system you're using, what version of the .Net runtime, where you're running toolkit from, screenshots of error messages, copies of the configs, copies of learning files, your account on my msn, nothing.
fixes an issue with hub ranges, removes blocking map debugging, and fixes an issue with hub unit identification.
Ivory, I am not sure what your problem is because these work fine on my machine, btu I dont see what Operating system you're using, what version of the .Net runtime, where you're running toolkit from, screenshots of error messages, copies of the configs, copies of learning files, your account on my msn, nothing.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
ok, sorry, ill provide those things soon. my config is going v well, i just can only get NTAI to work when there is a team 1 NTAI that does nothing for the team2 NTAI to work.
also, is the attacking broken atm? it indeed does just place a single point which it sends everything to atm.
oh, and is it possible to make mine placement more intelligent and have a setting for the spacing of mines seperate?
also, is the attacking broken atm? it indeed does just place a single point which it sends everything to atm.
oh, and is it possible to make mine placement more intelligent and have a setting for the spacing of mines seperate?